#ifndef VEHICLES_DEF_H
#define VEHICLES_DEF_H
-#if defined(CSQC)
-#elif defined(MENUQC)
-#elif defined(SVQC)
- #include "../../common/util-pre.qh"
- #include "../sys-pre.qh"
- #include "../../dpdefs/progsdefs.qh"
- #include "../../dpdefs/dpextensions.qh"
- #include "../sys-post.qh"
- #include "../../warpzonelib/anglestransform.qh"
- #include "../../warpzonelib/mathlib.qh"
- #include "../../warpzonelib/common.qh"
- #include "../../warpzonelib/util_server.qh"
- #include "../../warpzonelib/server.qh"
- #include "../../common/constants.qh"
- #include "../../common/stats.qh"
- #include "../../common/teams.qh"
- #include "../../common/util.qh"
- #include "../../common/nades.qh"
- #include "../../common/buffs.qh"
- #include "../../common/test.qh"
- #include "../../common/counting.qh"
- #include "../../common/urllib.qh"
- #include "../../common/command/markup.qh"
- #include "../../common/command/rpn.qh"
- #include "../../common/command/generic.qh"
- #include "../../common/command/shared_defs.qh"
- #include "../../common/net_notice.qh"
- #include "../../common/animdecide.qh"
- #include "../../common/monsters/monsters.qh"
- #include "../../common/monsters/sv_monsters.qh"
- #include "../../common/monsters/spawn.qh"
- #include "../../common/weapons/config.qh"
- #include "../../common/weapons/weapons.qh"
- #include "../weapons/accuracy.qh"
- #include "../weapons/common.qh"
- #include "../weapons/csqcprojectile.qh"
- #include "../weapons/hitplot.qh"
- #include "../weapons/selection.qh"
- #include "../weapons/spawning.qh"
- #include "../weapons/throwing.qh"
- #include "../weapons/tracing.qh"
- #include "../weapons/weaponstats.qh"
- #include "../weapons/weaponsystem.qh"
- #include "../t_items.qh"
- #include "../autocvars.qh"
- #include "../constants.qh"
- #include "../defs.qh"
- #include "../../common/notifications.qh"
- #include "../../common/deathtypes.qh"
- #include "../mutators/mutators_include.qh"
- #include "../tturrets/include/turrets_early.qh"
-#endif
-
// #define VEHICLES_USE_ODE
#define VEHICLES_ENABLED
#ifdef VEHICLES_ENABLED
-.float vehicle_flags;
-const float VHF_ISVEHICLE = 2; /// Indicates vehicle
-const float VHF_HASSHIELD = 4; /// Vehicle has shileding
-const float VHF_SHIELDREGEN = 8; /// Vehicles shield regenerates
-const float VHF_HEALTHREGEN = 16; /// Vehicles health regenerates
-const float VHF_ENERGYREGEN = 32; /// Vehicles energy regenerates
-const float VHF_DEATHEJECT = 64; /// Vehicle ejects pilot upon fatal damage
-const float VHF_MOVE_GROUND = 128; /// Vehicle moves on gound
-const float VHF_MOVE_HOVER = 256; /// Vehicle hover close to gound
-const float VHF_MOVE_FLY = 512; /// Vehicle is airborn
-const float VHF_DMGSHAKE = 1024; /// Add random velocity each frame if health < 50%
-const float VHF_DMGROLL = 2048; /// Add random angles each frame if health < 50%
-const float VHF_DMGHEADROLL = 4096; /// Add random head angles each frame if health < 50%
-const float VHF_MULTISLOT = 8192; /// Vehicle has multiple player slots
-const float VHF_PLAYERSLOT = 16384; /// This ent is a player slot on a multi-person vehicle
+.int vehicle_flags;
+const int VHF_ISVEHICLE = 2; /// Indicates vehicle
+const int VHF_HASSHIELD = 4; /// Vehicle has shileding
+const int VHF_SHIELDREGEN = 8; /// Vehicles shield regenerates
+const int VHF_HEALTHREGEN = 16; /// Vehicles health regenerates
+const int VHF_ENERGYREGEN = 32; /// Vehicles energy regenerates
+const int VHF_DEATHEJECT = 64; /// Vehicle ejects pilot upon fatal damage
+const int VHF_MOVE_GROUND = 128; /// Vehicle moves on gound
+const int VHF_MOVE_HOVER = 256; /// Vehicle hover close to gound
+const int VHF_MOVE_FLY = 512; /// Vehicle is airborn
+const int VHF_DMGSHAKE = 1024; /// Add random velocity each frame if health < 50%
+const int VHF_DMGROLL = 2048; /// Add random angles each frame if health < 50%
+const int VHF_DMGHEADROLL = 4096; /// Add random head angles each frame if health < 50%
+const int VHF_MULTISLOT = 8192; /// Vehicle has multiple player slots
+const int VHF_PLAYERSLOT = 16384; /// This ent is a player slot on a multi-person vehicle
.entity gun1;
.entity gun2;
.float vehicle_respawntime;
//.void() vehicle_spawn;
+.float volly_counter;
+
+.float tur_health;
+
void vehicles_exit(float eject);
.void(float exit_flags) vehicle_exit;
const float VHEF_NORMAL = 0; /// User pressed exit key
void(entity e, vector torque) physics_addtorque = #542; // add relative torque
#endif // VEHICLES_USE_ODE
#endif // VEHICLES_ENABLED
-#endif
\ No newline at end of file
+#endif